128
" To feel oneself so tiny, so fragile, so inherently losable, was at first spiritually crushing. But, by the same token, this realisation was also strangely liberating: if an individual human existence meant so little, if one’s actions were so cosmically irrelevant, then the notion of some absolute moral framework made about as much sense as the universal ether. Measured against the infinite, therefore, people were no more capable of meaningful sin - or meaningful good - than ants, or dust. "
― Alastair Reynolds , Absolution Gap (Revelation Space, #3)
135
" The game’s rules were Byzantine, and we had to work them out through trial and error. One rule, which had only gradually become apparent, was that one could only move into another character’s head if the move did not involve too big a jump in social status. A peasant could not swap into the head of a king, even if the king knelt down to kiss the peasant. But the peasant could get there by jumping into the head of a blacksmith, and then an armourer, and then an officer in the king’s guard, and so on - working their way up by discrete steps. Sometimes it would not be possible to change character between one session and the next, but that was all part of the game’s richly involving texture. It was difficult and slow, but because at each step one had access to the memories and personality of the inhabited character, it was seldom boring. "
― Alastair Reynolds , House of Suns